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https://github.com/opensim/opensim.git
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* Often times now the only reason OpenJpeg doesn't work is because it requires Glibc 2.4 The error messages reflect that. * In J2kDecoder module, It stops trying to decode modules if it encounters a dllnotfound exception and instead sends a full resolution layer that causes the texture sender to only send the full resolution image. (big decrease in texture download speed, but it's better then nasty repeating error messages)
399 lines
16 KiB
C#
399 lines
16 KiB
C#
/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSim Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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//#define SPAM
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using System;
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using System.Collections.Generic;
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using OpenSim.Framework;
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using OpenSim.Region.Physics.Manager;
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using OpenMetaverse;
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using OpenMetaverse.Imaging;
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using System.Drawing;
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using System.Drawing.Imaging;
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using PrimMesher;
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namespace OpenSim.Region.Physics.Meshing
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{
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public class MeshmerizerPlugin : IMeshingPlugin
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{
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public MeshmerizerPlugin()
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{
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}
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public string GetName()
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{
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return "Meshmerizer";
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}
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public IMesher GetMesher()
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{
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return new Meshmerizer();
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}
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}
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public class Meshmerizer : IMesher
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{
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//private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
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// Setting baseDir to a path will enable the dumping of raw files
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// raw files can be imported by blender so a visual inspection of the results can be done
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#if SPAM
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const string baseDir = "rawFiles";
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#else
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private const string baseDir = null; //"rawFiles";
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#endif
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private float minSizeForComplexMesh = 0.2f; // prims with all dimensions smaller than this will have a bounding box mesh
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/// <summary>
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/// creates a simple box mesh of the specified size
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/// </summary>
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/// <param name="minX"></param>
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/// <param name="maxX"></param>
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/// <param name="minY"></param>
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/// <param name="maxY"></param>
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/// <param name="minZ"></param>
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/// <param name="maxZ"></param>
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/// <returns></returns>
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private static Mesh CreateSimpleBoxMesh(float minX, float maxX, float minY, float maxY, float minZ, float maxZ)
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{
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Mesh box = new Mesh();
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// bottom
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box.Add(new Vertex(minX, maxY, minZ));
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box.Add(new Vertex(maxX, maxY, minZ));
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box.Add(new Vertex(maxX, minY, minZ));
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box.Add(new Vertex(minX, minY, minZ));
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box.Add(new Triangle(box.vertices[0], box.vertices[1], box.vertices[2]));
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box.Add(new Triangle(box.vertices[0], box.vertices[2], box.vertices[3]));
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// top
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box.Add(new Vertex(maxX, maxY, maxZ));
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box.Add(new Vertex(minX, maxY, maxZ));
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box.Add(new Vertex(minX, minY, maxZ));
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box.Add(new Vertex(maxX, minY, maxZ));
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box.Add(new Triangle(box.vertices[4], box.vertices[5], box.vertices[6]));
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box.Add(new Triangle(box.vertices[4], box.vertices[6], box.vertices[7]));
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// sides
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box.Add(new Triangle(box.vertices[5], box.vertices[0], box.vertices[3]));
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box.Add(new Triangle(box.vertices[5], box.vertices[3], box.vertices[6]));
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box.Add(new Triangle(box.vertices[1], box.vertices[0], box.vertices[5]));
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box.Add(new Triangle(box.vertices[1], box.vertices[5], box.vertices[4]));
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box.Add(new Triangle(box.vertices[7], box.vertices[1], box.vertices[4]));
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box.Add(new Triangle(box.vertices[7], box.vertices[2], box.vertices[1]));
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box.Add(new Triangle(box.vertices[3], box.vertices[2], box.vertices[7]));
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box.Add(new Triangle(box.vertices[3], box.vertices[7], box.vertices[6]));
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return box;
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}
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/// <summary>
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/// Creates a simple bounding box mesh for a complex input mesh
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/// </summary>
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/// <param name="meshIn"></param>
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/// <returns></returns>
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private static Mesh CreateBoundingBoxMesh(Mesh meshIn)
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{
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float minX = float.MaxValue;
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float maxX = float.MinValue;
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float minY = float.MaxValue;
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float maxY = float.MinValue;
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float minZ = float.MaxValue;
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float maxZ = float.MinValue;
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foreach (Vertex v in meshIn.vertices)
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{
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if (v != null)
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{
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if (v.X < minX) minX = v.X;
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if (v.Y < minY) minY = v.Y;
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if (v.Z < minZ) minZ = v.Z;
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if (v.X > maxX) maxX = v.X;
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if (v.Y > maxY) maxY = v.Y;
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if (v.Z > maxZ) maxZ = v.Z;
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}
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}
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return CreateSimpleBoxMesh(minX, maxX, minY, maxY, minZ, maxZ);
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}
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private void ReportPrimError(string message, string primName, PrimMesh primMesh)
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{
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Console.WriteLine(message);
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Console.WriteLine("\nPrim Name: " + primName);
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Console.WriteLine("****** PrimMesh Parameters ******\n" + primMesh.ParamsToDisplayString());
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}
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public Mesh CreateMeshFromPrimMesher(string primName, PrimitiveBaseShape primShape, PhysicsVector size, float lod)
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{
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Mesh mesh = new Mesh();
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PrimMesh primMesh;
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PrimMesher.SculptMesh sculptMesh;
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List<Coord> coords;
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List<Face> faces;
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Image idata = null;
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if (primShape.SculptEntry)
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{
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if (primShape.SculptData.Length == 0)
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return null;
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try
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{
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ManagedImage managedImage; // we never use this
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OpenJPEG.DecodeToImage(primShape.SculptData, out managedImage, out idata);
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}
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catch (DllNotFoundException)
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{
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System.Console.WriteLine("[PHYSICS]: OpenJpeg is not installed correctly on this system. Physics Proxy generation failed. Often times this is because of an old version of GLIBC. You must have version 2.4 or above!");
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return null;
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}
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catch (IndexOutOfRangeException)
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{
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System.Console.WriteLine("[PHYSICS]: OpenJpeg was unable to decode this. Physics Proxy generation failed");
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return null;
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}
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catch (Exception)
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{
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System.Console.WriteLine("[PHYSICS]: Unable to generate a Sculpty physics proxy. Sculpty texture decode failed!");
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return null;
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}
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PrimMesher.SculptMesh.SculptType sculptType;
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switch ((OpenMetaverse.SculptType)primShape.SculptType)
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{
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case OpenMetaverse.SculptType.Cylinder:
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sculptType = PrimMesher.SculptMesh.SculptType.cylinder;
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break;
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case OpenMetaverse.SculptType.Plane:
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sculptType = PrimMesher.SculptMesh.SculptType.plane;
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break;
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case OpenMetaverse.SculptType.Torus:
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sculptType = PrimMesher.SculptMesh.SculptType.torus;
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break;
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case OpenMetaverse.SculptType.Sphere:
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default:
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sculptType = PrimMesher.SculptMesh.SculptType.sphere;
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break;
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}
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sculptMesh = new PrimMesher.SculptMesh((Bitmap)idata, sculptType, (int)lod, false);
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idata.Dispose();
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sculptMesh.DumpRaw(baseDir, primName, "primMesh");
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sculptMesh.Scale(size.X, size.Y, size.Z);
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coords = sculptMesh.coords;
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faces = sculptMesh.faces;
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}
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else
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{
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float pathShearX = primShape.PathShearX < 128 ? (float)primShape.PathShearX * 0.01f : (float)(primShape.PathShearX - 256) * 0.01f;
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float pathShearY = primShape.PathShearY < 128 ? (float)primShape.PathShearY * 0.01f : (float)(primShape.PathShearY - 256) * 0.01f;
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float pathBegin = (float)primShape.PathBegin * 2.0e-5f;
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float pathEnd = 1.0f - (float)primShape.PathEnd * 2.0e-5f;
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float pathScaleX = (float)(primShape.PathScaleX - 100) * 0.01f;
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float pathScaleY = (float)(primShape.PathScaleY - 100) * 0.01f;
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float profileBegin = (float)primShape.ProfileBegin * 2.0e-5f;
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float profileEnd = 1.0f - (float)primShape.ProfileEnd * 2.0e-5f;
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float profileHollow = (float)primShape.ProfileHollow * 2.0e-5f;
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int sides = 4;
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if ((primShape.ProfileCurve & 0x07) == (byte)ProfileShape.EquilateralTriangle)
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sides = 3;
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else if ((primShape.ProfileCurve & 0x07) == (byte)ProfileShape.Circle)
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sides = 24;
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else if ((primShape.ProfileCurve & 0x07) == (byte)ProfileShape.HalfCircle)
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{ // half circle, prim is a sphere
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sides = 24;
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profileBegin = 0.5f * profileBegin + 0.5f;
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profileEnd = 0.5f * profileEnd + 0.5f;
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}
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int hollowSides = sides;
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if (primShape.HollowShape == HollowShape.Circle)
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hollowSides = 24;
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else if (primShape.HollowShape == HollowShape.Square)
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hollowSides = 4;
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else if (primShape.HollowShape == HollowShape.Triangle)
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hollowSides = 3;
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primMesh = new PrimMesh(sides, profileBegin, profileEnd, profileHollow, hollowSides);
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primMesh.topShearX = pathShearX;
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primMesh.topShearY = pathShearY;
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primMesh.pathCutBegin = pathBegin;
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primMesh.pathCutEnd = pathEnd;
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if (primShape.PathCurve == (byte)Extrusion.Straight)
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{
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primMesh.twistBegin = primShape.PathTwistBegin * 18 / 10;
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primMesh.twistEnd = primShape.PathTwist * 18 / 10;
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primMesh.taperX = pathScaleX;
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primMesh.taperY = pathScaleY;
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if (profileBegin < 0.0f || profileBegin >= profileEnd || profileEnd > 1.0f)
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{
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ReportPrimError("*** CORRUPT PRIM!! ***", primName, primMesh);
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if (profileBegin < 0.0f) profileBegin = 0.0f;
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if (profileEnd > 1.0f) profileEnd = 1.0f;
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}
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#if SPAM
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Console.WriteLine("****** PrimMesh Parameters (Linear) ******\n" + primMesh.ParamsToDisplayString());
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#endif
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try
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{
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primMesh.ExtrudeLinear();
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}
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catch (Exception ex)
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{
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ReportPrimError("Extrusion failure: exception: " + ex.ToString(), primName, primMesh);
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return null;
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}
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}
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else
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{
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primMesh.holeSizeX = (200 - primShape.PathScaleX) * 0.01f;
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primMesh.holeSizeY = (200 - primShape.PathScaleY) * 0.01f;
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primMesh.radius = 0.01f * primShape.PathRadiusOffset;
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primMesh.revolutions = 1.0f + 0.015f * primShape.PathRevolutions;
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primMesh.skew = 0.01f * primShape.PathSkew;
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primMesh.twistBegin = primShape.PathTwistBegin * 36 / 10;
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primMesh.twistEnd = primShape.PathTwist * 36 / 10;
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primMesh.taperX = primShape.PathTaperX * 0.01f;
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primMesh.taperY = primShape.PathTaperY * 0.01f;
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if (profileBegin < 0.0f || profileBegin >= profileEnd || profileEnd > 1.0f)
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{
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ReportPrimError("*** CORRUPT PRIM!! ***", primName, primMesh);
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if (profileBegin < 0.0f) profileBegin = 0.0f;
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if (profileEnd > 1.0f) profileEnd = 1.0f;
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}
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#if SPAM
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Console.WriteLine("****** PrimMesh Parameters (Circular) ******\n" + primMesh.ParamsToDisplayString());
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#endif
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try
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{
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primMesh.ExtrudeCircular();
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}
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catch (Exception ex)
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{
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ReportPrimError("Extrusion failure: exception: " + ex.ToString(), primName, primMesh);
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return null;
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}
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}
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primMesh.DumpRaw(baseDir, primName, "primMesh");
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primMesh.Scale(size.X, size.Y, size.Z);
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coords = primMesh.coords;
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faces = primMesh.faces;
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}
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int numCoords = coords.Count;
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int numFaces = faces.Count;
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for (int i = 0; i < numCoords; i++)
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{
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Coord c = coords[i];
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mesh.vertices.Add(new Vertex(c.X, c.Y, c.Z));
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}
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List<Vertex> vertices = mesh.vertices;
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for (int i = 0; i < numFaces; i++)
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{
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Face f = faces[i];
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mesh.triangles.Add(new Triangle(vertices[f.v1], vertices[f.v2], vertices[f.v3]));
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}
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return mesh;
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}
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public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, PhysicsVector size, float lod)
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{
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return CreateMesh(primName, primShape, size, lod, false);
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}
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public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, PhysicsVector size, float lod, bool isPhysical)
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{
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Mesh mesh = null;
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if (size.X < 0.01f) size.X = 0.01f;
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if (size.Y < 0.01f) size.Y = 0.01f;
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if (size.Z < 0.01f) size.Z = 0.01f;
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mesh = CreateMeshFromPrimMesher(primName, primShape, size, lod);
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if (mesh != null)
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{
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if ((!isPhysical) && size.X < minSizeForComplexMesh && size.Y < minSizeForComplexMesh && size.Z < minSizeForComplexMesh)
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{
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#if SPAM
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Console.WriteLine("Meshmerizer: prim " + primName + " has a size of " + size.ToString() + " which is below threshold of " +
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minSizeForComplexMesh.ToString() + " - creating simple bounding box" );
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#endif
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mesh = CreateBoundingBoxMesh(mesh);
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mesh.DumpRaw(baseDir, primName, "Z extruded");
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}
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// trim the vertex and triangle lists to free up memory
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mesh.vertices.TrimExcess();
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mesh.triangles.TrimExcess();
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}
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return mesh;
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}
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}
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}
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